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Extended contests stretch out over a number of exchanges and involve 'bidding' a pool of points on each series of actions you take within the conflict, then rolling. Each opposed roll determines who looses the bid (you could lose the roll and lose all or part of your bid, or win and all or part of your bid comes out of your opponent's pool). Eventually, one side or the other runs out of points -- the amount that you go in the hole determines how badly off you are afterwards.

But they aren't hit points -- the pool simply measures who has the advantage at that point, and vanishes at the end of the conflict no matter what.

Extended Contest Results

  Opponent's Roll  
Player's
Roll
CriticalSuccessFailureFumble
CriticalHigh roll transfers 1/2 bid, or tie.Opponent: transfers x1 bid.Opponent: transfers x2 bid.Opponent: transfers x3 bid.
SuccessPC: transfers x1 bid.High roll: loses 1/2 bid, or tie.Opponent: Loses x1 bid.Opponent: loses x2 bid.
FailurePC: transfers x2 bid.PC: loses x1 bid.High roll: transfers 1/2 bid, or tie.Opponent: loses x1 bid.
FumblePC: transfers x3 bid.PC: loses x2 bid.PC: loses x1 bid.Tie*
* The GM might declare the both contestants lose a 1/2 bid to indicate that, although their results cancel out, both their situations get worse.

Contest Consequences

Contest
Result
Extended Contest
Final AP Total
Penalty Assessed
to Appropriate Abilities
Resistance to
Mundane Healing
Resistance to
Magical Healing
Hurt0 to -10 AP-114*14
Impaired-11 to -20 AP-10% off ability's rating1714
Injured-21 to -30 AP-50% off ability's rating5W14
Dying-31 AP or worseNo actions allowed.20W14
* Victory at the healing check heals all hurts. Healing 4 or more hurts at once faces a resistance of 6 +3 per additional hurt over the first.
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Page last modified on August 02, 2005, at 05:25 PM by DoyceTesterman

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